Page 1 of 1

Temporal Point Interpolation

Posted: Sat Apr 11, 2015 10:45 pm
by Parameterized
I've been working on a program and found a pretty interesting bug. It happened when I calculated the average wrong, and I ended up with something much more interesting than what I was intending. Here's an animation that I put up on youtube after rendering for 8 hours.



There are probably a lot of inefficiencies in my code, and if anyone wants to take a look and give me some pointers, that would be appreciated. I'll include first the .love that I used to make the video, then the .love showing what I intended to make, (which renders a lot faster, about 12 seconds on my machine, since it's set to lower resolution and frame rate) Feel free to play around with the values or adapt it into your own projects if you can. I'll try to answer any questions you have in the comments.
Temporal Point Interpolation - HD Renderer.love
(2.46 KiB) Downloaded 124 times
Temporal Point Interpolation - Build 3.love
(2.46 KiB) Downloaded 118 times

Re: Temporal Point Interpolation

Posted: Sun Apr 12, 2015 4:30 am
by bobbyjones
Very cool looks like something that can be used for lightning in a stormy sky. I haven't looked at the code. I'm not very good at optimization but I'll take a look anyway in a little bit.

Re: Temporal Point Interpolation

Posted: Sun Apr 12, 2015 12:10 pm
by undef
Looks very pretty! Thanks for sharing :)
One of the great things about graphics programming is that if you mess it up, you often get something pretty ;)

Re: Temporal Point Interpolation

Posted: Sun Apr 12, 2015 10:44 pm
by Parameterized
I'm looking into using a shader to speed up the rendering time. Right now I'm having a problem with sending information for the points to the shader, does anyone have a simple solution for sending a table containing xyz and rgb information for a variable amount of points? If variability is a problem hardcoding would probably work fine for this. Any help is appreciated.